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dungeon-gunner/source/sprite/Player.cpp

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/*
* Player.cpp
*
* Created on: 21.07.2012
* Author: Felix
*/
#include "Player.h"
#include <Thor/Vectors.hpp>
#include "../util/Vector.h"
#include "../items/Weapon.h"
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const float Player::SPEED = 100.0f;
const Vector2i Player::SIZE = Vector2i(50, 50);
/**
* Initializes Sprite.
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*/
Player::Player(b2World& world, Collection& collection, const Vector2f& position) :
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Sprite("player.png", PhysicalData(position, SIZE, world,
CATEGORY_ACTOR, MASK_ALL, true, false, true)),
Actor(100),
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mWeapon(*this, collection, world, SIZE),
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mDestination(Vector2i(position)),
mDirection(0),
mDirectInput(false) {
}
/**
* Sets the point where to look and shoot at.
*
* @param Absolute world coordinates of the crosshair.
*/
void
Player::setCrosshairPosition(const Vector2f& position) {
mCrosshairPosition = position - getPosition();
}
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/**
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* Fires the attached Weapon, emitting a Bullet object.
*/
void
Player::fire() {
mWeapon.fire();
}
/**
* Moves the player to a destination point.
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* Disables any previous calls to Player::setDirection().
*
* @param destination Absolute world coordinate of the destination point.
*/
void
Player::move(const Vector2f& destination) {
mDestination = destination;
// Convert to relative destination.
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setSpeed(mDestination - getPosition(), SPEED);
mDirectInput = false;
}
/**
* Sets the movement direction. This is destined for input via keys (eg. WASD).
* Disables any previous commands via Player::move().
*
* @param direction The direction to move to.
* @param unset False to start movement into the direction, true to stop it.
*/
void
Player::setDirection(Direction direction, bool unset) {
if (unset) {
mDirection = mDirection & ~direction;
} else {
mDirection = mDirection | direction;
}
// Convert directions into a vector.
Vector2f dirVec(0, 0);
if (mDirection & DIRECTION_RIGHT) {
dirVec.x += 1.0f;
}
if (mDirection & DIRECTION_LEFT) {
dirVec.x += - 1.0f;
}
if (mDirection & DIRECTION_DOWN) {
dirVec.y += 1.0f;
}
if (mDirection & DIRECTION_UP) {
dirVec.y += - 1.0f;
}
setSpeed(dirVec, SPEED);
mDirectInput = true;
}
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/**
* Check if we arrived at destination, turn towards cursor.
*/
void
Player::onThink(float elapsedTime) {
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// Stop if we are close enough to destination.
if (!mDirectInput && (thor::length(mDestination - getPosition()) < 1.0f)) {
setSpeed(Vector2f(), 0);
}
// Look towards crosshair.
setAngle(angle(mCrosshairPosition));
}
/**
* Stop movement if we collide with anything except bullets.
*/
void
Player::onCollide(Physical& other, uint16 category) {
if (category != CATEGORY_PARTICLE) {
mDestination = getPosition();
}
}